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Cleanups, add trailing commas to several multi-line arrays/structs
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parent
ad417f8824
commit
a3ddf65661
2 changed files with 26 additions and 21 deletions
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@ -45,7 +45,7 @@ static ColliderCylinderInit colliderInit =
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0x00, 0x00, 0x00, 0x00,
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0x00, 0x01, 0x00, 0x00,
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0x0032, 0x000A, 0x0000,
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0x0000, 0x0000, 0x0000
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0x0000, 0x0000, 0x0000,
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};
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// array of entrance table entries to grotto destinations
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@ -53,7 +53,7 @@ static s16 entrances[] = {
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0x036D, 0x003F, 0x0598, 0x059C,
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0x05A0, 0x05A4, 0x05A8, 0x05AC,
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0x05B0, 0x05B4, 0x05B8, 0x05BC,
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0x05C0, 0x05C4, 0x05FC
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0x05C0, 0x05C4, 0x05FC,
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};
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// display list
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@ -41,12 +41,12 @@ static ColliderCylinderInit colliderInit =
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0x00, 0x00, 0x00, 0x00,
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0x00, 0x01, 0x01, 0x00,
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0x0037, 0x0046, 0x0000,
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0x0000, 0x0000, 0x0000
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0x0000, 0x0000, 0x0000,
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};
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static u32 damageChart[] =
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{
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0x0000000C, 0x003CFF00
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0x0000000C, 0x003CFF00,
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};
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static InitChainEntry initChain[] =
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@ -54,12 +54,12 @@ static InitChainEntry initChain[] =
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ICHAIN_VEC3F_DIV1000(scale, 0x64, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_F4, 0x7D0, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_F8, 0x15E, ICHAIN_CONTINUE),
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ICHAIN_F32(unk_FC, 0x3E8, ICHAIN_STOP)
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ICHAIN_F32(unk_FC, 0x3E8, ICHAIN_STOP),
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};
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static s16 effectScales[] =
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{
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17, 14, 10, 8, 7, 5, 3, 2
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17, 14, 10, 8, 7, 5, 3, 2,
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};
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extern Gfx* D_060009E0; //dlist
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@ -79,17 +79,20 @@ static void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx)
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if ((Flags_GetSwitch(globalCtx, this->actor.params & 0x3F) != 0))
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{
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Actor_Kill(&this->actor);
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return;
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}
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func_80061ED4(&this->actor.sub_98.damageChart, NULL, damageChart);
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if (this->actor.shape.rot.y == 0)
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else
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{
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s16 rand = (s16) Math_Rand_ZeroFloat(65536.0f);
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this->actor.posRot.rot.y = rand;
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this->actor.shape.rot.y = rand;
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func_80061ED4(&this->actor.sub_98.damageChart, NULL, damageChart);
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if (this->actor.shape.rot.y == 0)
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{
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s16 rand = (s16) Math_Rand_ZeroFloat(65536.0f);
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this->actor.posRot.rot.y = rand;
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this->actor.shape.rot.y = rand;
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}
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this->actor.shape.unk_08 = -200.0f;
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this->actor.posRot.pos.y = this->actor.initPosRot.pos.y + 20.0f;
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}
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this->actor.shape.unk_08 = -200.0f;
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this->actor.posRot.pos.y = this->actor.initPosRot.pos.y + 20.0f;
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}
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static void ObjBombiwa_Destroy(ObjBombiwa* this, GlobalContext* globalCtx)
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@ -139,15 +142,17 @@ static void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx)
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func_80078884(NA_SE_SY_CORRECT_CHIME);
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}
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Actor_Kill(&this->actor);
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return;
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}
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this->collider.base.collideFlags &= ~0x2;
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if (this->actor.xzDistanceFromLink < 800.0f)
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else
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{
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sub_11E60 = &globalCtx->sub_11E60;
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collider = &this->collider;
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Actor_CollisionCheck_SetAC(globalCtx, sub_11E60, collider);
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Actor_CollisionCheck_SetOT(globalCtx, sub_11E60, collider);
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this->collider.base.collideFlags &= ~0x2;
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if (this->actor.xzDistanceFromLink < 800.0f)
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{
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sub_11E60 = &globalCtx->sub_11E60;
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collider = &this->collider;
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Actor_CollisionCheck_SetAC(globalCtx, sub_11E60, collider);
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Actor_CollisionCheck_SetOT(globalCtx, sub_11E60, collider);
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}
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}
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}
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